Technology: 0-9; with 0 being the worst, 3 being poor, 6 being normal and 9 being ahead of time.

Knowledge of landscape: +20 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar)-11.

Each nation fall into a power category, +1 for each category. If your a failed state 0. If you're a super power +5

Side with greater population: +3

Side with greater industry: +3

Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghi and Berlin, Attacker-2, Defender+2

War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battle fatigue until you make peace for at least 2 turns.

If either side nation deploys over 500 Tanks (or main battle tanks after the Panzer III and alke were invented), 1,000 bombers, 10 attack submarines and/or 10 men-o-war, Ironclads, dreadnoughts, battleships or aircraft carriers (depends on historic time) in the war then they get +1 for land, sea and/or air. Remember to say how many you deploy or it will be guessed or ignored by a mod. Modern large war ships also take time to build.

Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the looser from that battle is -5 to his opponent in this battle

Storming on to a coastline from the sea or on to an island, the attacker - 4 and defender + gains 5.

Storming in to a desert, high mountains, polar or jungle the, attacker - 3 and + defender gains 4.

Nuclear war gives the atomic user +10 and defender -10 for strategic arms, or +5 and -5 for tactical arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total.

Chemical weapons give the attacker +2 and the defender -1.

Every nation militarily helping with their side= +2

Every nation offering supplies to their side= +1

Every vassal nation, guerrilla force or terrorist cell any way helping with their side= +1

Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6

Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory.